Sketching User Experiences: The Workbook

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epub eBook
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November 2011



Sketching Working Experience: The Workbook provides information about the step-by-step process of the different sketching techniques. It offers methods called design thinking, as a way to think as a user, and sketching, a way to think as a designer. User-experience designers are designers who sketch based on their actions, interactions, and experiences.
The book discusses the differences between the normal ways to sketch and sketching used by user-experience designers. It also describes some motivation on why a person should sketch and introduces the sketchbook. The book reviews the different sketching methods and the modules that contain a particular sketching method. It also explains how the sketching methods are used.
Readers who are interested in learning, understanding, practicing, and teaching experience design, information design, interface design, and information architecture will find this book relevant.

  • Features standalone modules detailing methods and exercises for practitioners who want to learn and develop their sketching skills
  • Extremely practical, with illustrated examples detailing all steps on how to do a method
  • Excellent for individual learning, for classrooms, and for a team that wants to develop a culture of design practice
  • Perfect complement to Buxton¿s Sketching User Experience or any UX text
  • Author-maintained companion website at


1;Front Cover;1 2;Sketching User Experiences;2 3;Copyright Page;3 4;Table of Contents;4 5;Preface;8 6;Acknowledgments;10 7;Section 1: Getting into the Mood;12 7.1;1.1 Introduction;14 7.1.1;Mission;14 7.1.2;What this book is about;14 7.1.3;Companion Book;14 7.1.4;Why Sketch?;15 7.1.5;Audience;16 7.1.6;Structure of this Book;17 7.2;1.2 Why Should I Sketch?;18 7.2.1;Sketching is About Design;18 7.2.2;Getting the Design Right;19 7.2.3;Elaboration and Reduction;20 7.2.4;The Design Funnel;21 7.2.5;The Product View;22 7.2.6;You NowKnow;23 7.3;1.3 The Sketchbook;24 7.3.1;Why a Sketchbook?;24 7.3.2;Uses of a Sketchbook;24 7.3.3;Best Practices;25 7.3.4;Properties of Good Sketchbooks;26 7.3.5;You Now Know;27 7.4;1.4 10 Plus 10: Descending the Design Funnel;28 7.4.1;The 10 Plus 10 Method;28 7.4.2;Design Challenge 1: Connecting Two Smart Phones;29 7.4.3;Design Challenge 2;37 7.4.4;Design Challenge 3;38 7.4.5;You Now Know;38 8;Section 2:Sampling the Real World;40 8.1;2.1 Scribble Sketching;42 8.1.1;Capturing Ideas in Existing Systems;42 8.1.2;Scribble sketching in the dark,While doing other things;44 8.1.3;Practicing Scribble Sketching;45 8.1.4;You Now Know;45 8.2;2.2 Sampling with Cameras;46 8.2.1;Sampling Objects That Irritate You and Others;46 8.2.2;Sampling Compelling Designs;49 8.2.3;Sampling Things That Inspire You;51 8.2.4;You Now Know;53 8.3;2.3 Collecting Images & Clippings;54 8.3.1;Developing Your Collection;54 8.3.2;Examples of Collections;58 8.3.3;You Now Know;60 8.4;2.4 Toyboxes and Physical Collections;62 8.4.1;Part One: Collecting Objects as Idea Triggers;63 8.4.2;Collecting Objects to Build With;64 8.4.3;Part Two: Storing Objects;66 8.4.4;Part Three: Curating Your Objects;69 8.4.5;Case Study: The Buxton Collection;70 8.4.6;You Now Know;73 8.5;2.5 Sharing Found Objects;74 8.5.1;Managing Sharing/Privacy Issues Around Sketching and Collecting;76 8.5.2;You Now Know.;77 9;Section 3: The Single Image ;78 9.1;3.1 Warm Up to Sketching;80 9.1.1;An Exercise in Line Quality;
80 9.1.2;Variations;85 9.1.3;You Now Know;85 9.2;3.2 Sketching What You See;86 9.2.1;An Excercise in Drawing What You See;86 9.2.2;Part 1: Drawing From Your Imagination;87 9.2.3;Part 2: Copy a Drawing of a Person;89 9.2.4;Part 3: Drawing What You Actually See;91 9.2.5;Comparing the Results;91 9.2.6;You Try;94 9.2.7;You Now Know;95 9.3;3.3 Sketching Vocabulary;96 9.3.1;You Now Know;101 9.4;3.4 The Vanilla Sketch;102 9.4.1;The Drawing;102 9.4.2;Annotations;103 9.4.3;Notes;105 9.4.4;You Now Know;105 9.5;3.5 The Collaborative Sketch;106 9.5.1;Gestures: Sketching With Others;107 9.5.2;You Now Know;108 9.6;3.6 Slideware for Drawing;110 9.6.1;Sketching in Slideware;110 9.6.2;Digital vs Paper-Based Sketching;113 9.6.3;Digital Collaboration;114 9.6.4;You Now Know;114 9.7;3.7 Sketching with Office Supplies;116 9.7.1;The Versatile Sticky Note;116 9.7.2;Interacting with Office Supplies Over Time;119 9.7.3;Using Office Supplies with Others;119 9.7.4;You Now Know;119 9.8;3.8 Templates;120 9.8.1;Appropriating Photos;120 9.8.2;Tracing;121 9.8.3;More on Layers;122 9.8.4;Back to Paper;124 9.8.5;Another Example: A Web Page Template;125 9.8.6;You Now Know;126 9.9;3.9 Photo Traces;128 9.9.1;Creating a Photo Trace;128 9.9.2;Using the Photo Traces;130 9.9.3;You Now Know;137 9.10;3.10 Hybrid Sketches;138 9.10.1;You Now Know;143 9.11;3.11 Sketching with Foam Core;144 9.11.1;Method 1: Sketching a Novel Interface or a Digital Watch;144 9.11.2;Method 2: Using Photos to Prototype Existing Devices;150 9.11.3;You Now Know;155 10;Section 4: Snapshots in Time: The Visual Narrative;156 10.1;4.1 Sequential Storyboards;158 10.1.1;The Sequential Storyboard;158 10.1.2;You Now Know;162 10.2;4.2 The State Transition Diagram;164 10.2.1;A Storyboard as States and Transitions;164 10.2.2;Transition Diagram with Branches;167 10.2.3;You Now Know;168 10.3;4.3 The Branching Storyboard;170 10.3.1;The Cell Phone Example;170 10.3.2;The Interactive Shopping System Example;173 10.3.3;You Now Know;177 10.4;4.4 The Narr
ative Storyboard;178 10.4.1;A Vocabulary of Camera Shots and Film Making;178 10.4.2;Method 1: Sketching Storyboards;179 10.4.3;Method 2: Photo-Based Storyboards;184 10.4.4;You Now Know;188 11;Section 5: Animating the User Experience;190 11.1;5.1 The Animated Sequence;192 11.1.1;The Slide Show;192 11.1.2;The Registration Problem;192 11.1.3;The Solution: Registering Images;193 11.1.4;You Now Know;197 11.2;5.2 Motion Paths;198 11.2.1;You Now Know;202 11.3;5.3 Branching Animations;204 11.3.1;Selecting Alternative Interaction Paths Through Hyperlinks;204 11.3.2;You Now Know;209 11.4;5.4 Keyframes and Tweening;210 11.4.1;Some Definitions;210 11.4.2;Example: Adobe Flash;213 11.4.3;You Try;218 11.4.4;You Now Know;218 11.5;5.5 Linear Video;220 11.5.1;Preparation;220 11.5.2;Recording The Movie;222 11.5.3;Variations: Paper and Transparency;223 11.5.4;You Now Know;224 12;Section 6: Involving Others;226 12.1;6.1 Uncovering the Initial Mental Model;228 12.1.1;Uncovering The Mental Model;230 12.1.2;You Now Know;237 12.2;6.2 Wizard of Oz;238 12.2.1;Example 1: The Listening Typewriter;238 12.2.2;Example 2: Robotic Interruption;241 12.2.3;Example 3: The Fax Machine;243 12.2.4;You Now Know;245 12.3;6.3 Think Aloud;246 12.3.1;Steps of Think Aloud;246 12.3.2;You Now Know;251 12.4;6.4 Sketch Boards;252 12.4.1;Preparation Method 1: Foam Core Poster Sheets;252 12.4.2;Preparation Method 2: Sticky Notes And Whiteboards;254 12.4.3;Share Your Sketches with Others;255 12.4.4;You Now Know;257 12.5;6.5 The Review;258 12.5.1;The Elevator Pitch;259 12.5.2;The Desktop Review;260 12.5.3;The Meeting;261 12.5.4;The Formal Review (or the Crit);263 12.5.5;You Now Know;264 13;Index;266


Nicolai Marquardt is a PhD candidate at the University of Calgary working with Dr. Saul Greenberg. He graduated in Media Systems from the Bauhaus University in Weimar, and joined Microsoft Research in Cambridge and Redmond as an intern during his graduate studies. He uses sketches extensively when designing novel interactive systems.


"In Sketching User Experiences, Buxton gave a compelling argument as to WHY sketching is so important to design. In this excellently-designed companion, he and his co-authors show HOW.  I have been haranguing students for years with the message that they should be doing a lot of sketching, and this is the first guide I can really use to show them what it means and how it works."--Terry Winograd, Professor at Stanford University and founding faculty member of its 'D.School' and author of Bringing Design to Software "As an interaction designer who teaches, I¿ve waited a while for a book like this! Sketching User Experiences ¿ The Workbook is a design-by-doing guide for practitioners and students on how to integrate design practice, techniques and thinking into the practices of human-computer interaction and interaction design. As the companion piece to Bill Buxton¿s Sketching User Experience, this book is a one-two combination for learning and doing design in a world of interaction."--Ron Wakkary, Associate Professor at the School of Interactive Arts and Technology, Simon Fraser University and Co-Editor-in-Chief of ACM interactions magazine "Don¿t be put off by the title. This is a book for non-artists, albeit those developing user interfaces who recognise how much visual communication helps clients and colleagues understand design concepts. If, as a non-artist, you already produce `visuals¿ you probably use software with a library of images and preformed shapes¿This is a very positive book for the non-artist. It is profusely and relevantly illustrated and has a 50:50 balance between print and illustrations, which makes it very easy to dip into for ideas. The layout of the 250 pages is a demonstration of how uncluttered layout combined with simple design produces a highly effective teaching tool. To reinforce the point, there is also a detailed index." "Based on the authors' experience that sketching is an essential part of design, this excellent workbook is aimed at getting either students or professionals into the practice. Each chapter begins with a list of the necessary materials and ends with a "You Now Know" section, as well as occasional exercises. Tips on how to handle things that may arise during sketching are provided and the book is illustrated with color photographs and hand drawn-illustrations."--Reference and Research Book News, October 2012

EAN: 9780123819611
Untertitel: 211:eBook ePub. Sprache: Englisch.
Verlag: Elsevier Science
Erscheinungsdatum: November 2011
Seitenanzahl: 272 Seiten
Format: epub eBook
Kopierschutz: Adobe DRM
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